Les events se déroule bien comme il faut. Les aventuriers sont bien repasser en IsAvailable = true quand une quête se termine.

This commit is contained in:
mrtoine 2025-10-11 17:50:11 +02:00
parent 838f91ede7
commit 3ba8dad4a2
16 changed files with 310 additions and 68 deletions

View file

@ -45,11 +45,33 @@ namespace Quests.Runtime
return;
}
Instance = this;
if (_activeEvents == null) _activeEvents = new List<QuestEvent>();
}
void OnEnable()
{
GameManager.OnTimeAdvanced += CheckMissionsProgress;
}
void OnDisable()
{
GameManager.OnTimeAdvanced -= CheckMissionsProgress;
}
void Start()
{
_disponibleQuests = _questDatabase.GetAll().SelectMany(f => f.questTemplates).Select(t => t.ToQuestClass(QuestStateEnum.Disponible)).ToList();
if (_questDatabase != null)
{
_disponibleQuests = _questDatabase
.GetAll()
.SelectMany(f => f.questTemplates)
.Select(t => t.ToQuestClass(QuestStateEnum.Disponible))
.ToList();
}
else
{
_disponibleQuests = new List<QuestClass>();
}
// Ensure quest lists are initialized to avoid null issues in consumers
if (_activeQuests == null) _activeQuests = new List<QuestClass>();
@ -112,8 +134,7 @@ namespace Quests.Runtime
public QuestManager()
{
_activeEvents = new List<QuestEvent>();
GameManager.OnTimeAdvanced += CheckMissionsProgress;
// Unity will call constructor before Awake; avoid subscribing here.
}
#endregion
@ -166,7 +187,16 @@ namespace Quests.Runtime
{
QuestClass quest = GetQuestById(questId);
List<QuestEventLog> events = GetFact<Dictionary<Guid, List<QuestEventLog>>>("events_quests_history")[questId];
var dict = GetFact<Dictionary<Guid, List<QuestEventLog>>>("events_quests_history");
List<QuestEventLog> events = null;
if (dict != null && dict.TryGetValue(questId, out var history))
{
events = history;
}
else
{
events = new List<QuestEventLog>();
}
return new QuestSummary(quest, events);
}
@ -185,8 +215,8 @@ namespace Quests.Runtime
/// </summary>
public bool IsQuestCompleted(string questName)
{
return ActiveQuests != null
&& ActiveQuests.Any(q => q.Name == questName);
return CompletedQuests != null
&& CompletedQuests.Any(q => q.Name == questName);
}
/// <summary>
@ -195,11 +225,20 @@ namespace Quests.Runtime
public List<QuestClass> ResolveQuestsList(List<QuestClass> questsFromSave)
{
List<QuestClass> quests = new List<QuestClass>();
foreach (var quest in questsFromSave)
foreach (var saved in questsFromSave)
{
QuestTemplate template = _questDatabase.GetTemplatesByName(quest.Name);
QuestTemplate template = _questDatabase.GetTemplatesByName(saved.Name);
if (template == null) continue;
quests.Add(template.ToQuestClass(quest.State, quest.ID));
var rebuilt = template.ToQuestClass(saved.State, saved.ID);
// Restaurer les infos runtime utiles
rebuilt.StartSeconds = saved.StartSeconds;
rebuilt.EndSeconds = saved.EndSeconds;
if (saved.AssignedAdventurersID != null)
rebuilt.AssignedAdventurersID = new List<Guid>(saved.AssignedAdventurersID);
quests.Add(rebuilt);
}
return quests;
}
@ -237,6 +276,18 @@ namespace Quests.Runtime
quest.AssignedAdventurersID = new List<Guid>();
quest.AssignedAdventurersID.Add(adventurer.ID);
}
// Synchroniser la sauvegarde de la quête avec les aventuriers assignés
var saveQuests = GetFact<List<QuestClass>>("accepted_quests");
if (saveQuests != null)
{
var saveQuest = saveQuests.FirstOrDefault(q => q.ID == quest.ID);
if (saveQuest != null)
{
saveQuest.AssignedAdventurersID = new List<Guid>(quest.AssignedAdventurersID);
}
SaveFacts();
}
}
/// <summary>
@ -277,11 +328,26 @@ namespace Quests.Runtime
/// </summary>
void ReleaseAdventurers(List<Guid> team)
{
bool anyChanged = false;
foreach (var adventurerId in team)
{
AdventurerClass adventurer = QuestClass.GetOneAdventurerFromId(adventurerId);
if (adventurer != null)
if (adventurer == null)
{
Info($"<color=orange>Aventurer {adventurerId} introuvable</color>");
continue;
}
Info($"<color=orange>{adventurer.Name} est dans la team avec le status dispo : {adventurer.IsAvailable}</color>");
if (adventurer != null && adventurer.IsAvailable == false)
{
adventurer.IsAvailable = true;
anyChanged = true;
}
}
if (anyChanged)
{
Info("<color=cyan>Comme les données on changées, on les sauvegarde.</color>");
SaveFacts();
}
}
@ -318,7 +384,8 @@ namespace Quests.Runtime
void CheckMissionsProgress(int currentSeconds)
{
if(_activeQuests == null) return;
var questsToComplete = new List<QuestClass>();
var activeQuests = _activeQuests.Where(q => q.State == QuestStateEnum.InProgress).ToList();
@ -344,14 +411,23 @@ namespace Quests.Runtime
/// </summary>
void CheckQuestEvents(QuestClass quest, int currentSeconds)
{
if (quest?.ActiveEvents == null || quest.TriggeredEventsDescriptionKeys == null)
return;
foreach (var questEvent in quest.ActiveEvents)
{
if (questEvent == null) continue;
if (quest.TriggeredEventsDescriptionKeys.Contains(questEvent.DescriptionKey))
continue;
// Skip malformed time windows
if (questEvent.MinTimeTrigger > questEvent.MaxTimeTrigger)
continue;
if (_snapTime >= questEvent.MinTimeTrigger && _snapTime <= questEvent.MaxTimeTrigger)
{
if (Random.Range(0f, 100f) <= questEvent.PercentTrigger)
float percent = Mathf.Clamp(questEvent.PercentTrigger, 0f, 100f);
if (Random.Range(0f, 100f) <= percent)
{
TriggerEvent(questEvent, quest);
quest.TriggeredEventsDescriptionKeys.Add(questEvent.DescriptionKey);
@ -371,16 +447,22 @@ namespace Quests.Runtime
var targets = questEvent.GetTargets(quest.AssignedAdventurersID);
ApplyEffect(questEvent.Effects, targets);
Dictionary<Guid, List<QuestEventLog>> events = GetFact<Dictionary<Guid, List<QuestEventLog>>>("events_quests_history");
if(!events.ContainsKey(quest.ID))
var eventsDict = GetFact<Dictionary<Guid, List<QuestEventLog>>>("events_quests_history");
if (eventsDict == null)
{
events.Add(quest.ID, new List<QuestEventLog>());
eventsDict = new Dictionary<Guid, List<QuestEventLog>>();
SetFact("events_quests_history", eventsDict, FactPersistence.Persistent);
}
if(!eventsDict.ContainsKey(quest.ID))
{
eventsDict.Add(quest.ID, new List<QuestEventLog>());
}
QuestEventLog questEventLog = new QuestEventLog(_snapTime, questEvent.Id);
events[quest.ID].Add(questEventLog);
eventsDict[quest.ID].Add(questEventLog);
if (_activeEvents == null) _activeEvents = new List<QuestEvent>();
_activeEvents.Add(questEvent);
SaveFacts();
}